| 11-18-2009, 07:57 PM | #1 |
Hi, i am trying to make a trap.. the concept is: an obelisk, wich when it's triggered, it starts to rotate shoting out 4 long flames each one from another side of the obelisk, each flame damages unit wich is in line with the flame. so.. can anyone give me a starting idea? how exactly to start with it? |
| 11-18-2009, 09:34 PM | #2 |
Welllll...what have you tried so far? Use a Unit is in Range event and then start the thing turning and make some fire. I'm not gonna do it for you though. |
| 11-18-2009, 09:58 PM | #3 |
It'll be nice to have a struct to do this, store some rotation angles, then you need to enumerate along those lines (more like rectangles, right?), damaging units. I think the best way is to enumerate in discrete packets or rectangles to replicate what it's like to be in a stream of fire (continual or glancing damage). |
| 11-19-2009, 04:11 AM | #4 | |
Quote:
Just create a few flame dummy units and line them up into a few lines, then move them around. Have an event fire when a unit is in range of one of them, then damage it, or just check the area around each flame unit every time the timer updates. Use some kind of check to make sure units are only damaged once per pass, so if it's in range of multiple flame dummy units it doesnt take a shitload of damage. |
| 11-19-2009, 11:30 AM | #5 |
You could use line segments to enum units inside the fire streams, or you could fire out projectiles using xecollider to get a spiraly star of fire. |
| 11-19-2009, 11:39 AM | #6 | |
Quote:
...couldn't resist. Periodic event which rotates the obelisk, and every few executions it creates a dummy unit (with timed life and an immolate ability) and orders it to walk in that direction a certain distance. Just clean it all up, make sure none of it leaks and you're set. |
| 11-19-2009, 12:36 PM | #7 |
The flames sepuse to be constant, and rotate along with the obelisk... |
